Extracting Basic Fighter Maneuvers from Actual
Flight Data
Mustafa Karli, Mehmet Önder Efe, and Hayri Sever
Department of Computer Engineering, Hacettepe University, Beytepe Ankara, 06800, Turkey
Email: mustafa.karli@hacettepe.edu.tr, {onderefe, hayri.sever}@gmail.com
Abstract—Air combat maneuvers are very complex actions
performed by agile aircrafts. Extracting critical maneuvers
from a combat scenario in a structured format has many
advantages like teaching maneuvers to the unmanned
systems, evaluating pilot performance or analyzing possible
combat scenarios. Basic Fighter Maneuvers are special
maneuvers that are building blocks of combat fighting. This
article proposes a methodology to identify pre-defined
movements, match well-known combat maneuvers in a real
flight of agile combat aircraft and build a feasible corpus to
use this data for machine learning. The claims of the paper
are justified by the simulation results.
Index Terms—flight parsing, basic fighter maneuvers, air
combat
I. INTRODUCTION
Basic Fighter Maneuvers are executed by agile aircraft
during "Within Visual Range" in defensive or offensive
positions or missile evacuation. For training artificial
systems like UAVs, besides domain information [1], one
of the best learning sources is real flight information of
manned air vehicles.
There are auto-pilot designs and combat support
systems in the literature like rule based systems [2],
influence diagrams [3], human cognitive models [4] and
Artificial Intelligence (AI) techniques for air combat
maneuvering [5]. There is a comparison of artificial neural
networks and rule based system in [6] and maneuver
prediction in [7] to support human combat pilots.
Autonomous control of UAV is designed using ANFIS in
[8]. There is an additional design by ANFIS in [9]
including a predefined flight path. Both ANFIS design is
for a single UAV without combat fighting. Assuming air
combat as a pursuer-evader game and optimizing using
approximation and dynamic programming is presented in
[10]. Composing a flight trajectory in terms of seven
primitive actions and a way point decomposition
algorithm is presented in [11]. There is also a sliding
mode controller design by the same author proposed in
[12] which excludes an arbitrary movement mode.
Our work advances the subject area in terms of
representing a maneuver by movement sections instead of
many flight parameters and proposes an abstraction stack
for flight representation. The real flight data of the agile
Manuscript received February 6, 2017; revised June 28, 2017.
aircrafts are decomposed into meaningful movement
sequences and BFM maneuvers are searched and labeled
to be learned by machine learning systems.
This paper is organized as follows: In the next section
we introduce the definitive terms of the problem. The
third section proposes an abstraction stack for air frame
flight representation. Using this abstraction, air operations
can be executed from mission planning to physical control
layer. The forth section defines the basic fighter
maneuvers of close air maneuvers in terms of proposed
abstraction. The fifth section defines how real flight
information and relative geometry of two fighting aircrafts
are decomposed. The sixth section evaluates methods for
searching and indexing BFM in flight data and proposes a
specific search method. The seventh section discusses the
benefits of the proposed approach with simulation results
and evaluates the search method. The last section defines
the required steps to be performed for machine learning
techniques with the concluding remarks.
II. PROBLEM DEFINITION
The objective of an air combat scenario is to move the
aircraft into a position where one can shoot the other
aircraft or minimize the risk of being shot. This depends
on the positional advantage of both aircrafts which
depends on the “relative geometry” to each other.
Human pilot control the aircraft using the stick and gas
pedal where a series of physical, aerodynamic and
atmospheric equations run through propulsion, ailerons,
elevators, rudder, wing and platform surface resulting
forces and accelerations on 3 dimensions which changes
the state of the system. This is a non-linear system control
that is also affected by non-deterministic conditions like
atmosphere, gravitational changes, varying weight and
center of gravity. The air frame has 12 state variables
= {, , ℎ, , , , , , , , , } which are north, east,
height position, velocity, roll, pitch, heading body axes
angles, angular difference of pitch and heading between
body and velocity axes and body angular velocity in three
dimensions.
Air combat is using an aircraft as a weapon and has its
own domain rules to learn and practice. In a real air
combat, both sides are maneuvering instantly to take
advantage. Both sides can be in offensive position while
was defensive in the previous action of the engagement.
So classical pursuer-evader tactics is not applicable since
pursuer only considers pursuing and evader only considers
Lecture Notes on Information Theory Vol. 5, No. 1, June 2017
1 ©2017 Lecture Notes on Information Theory
doi: 10.18178/lnit.5.1.1-6